How long does it take to unlock a class without paying?
Another key here too, quote to reveal as always.
Fuck. I just LOVE Team DM in this game. More maps please!
Patch Notes for December 8, 2011
Tribes Closed Beta Version 0.1.601.0
Server downtime: The Tribes Servers are expected to be down for several hours on THURSDAY, DECEMBER 8, 2011 while the patch is deployed. Watch the Server Status in Hi-Command for latest availability information.
Major Highlights
- Bella Omega has been re-added to the CTF Map Rotation. Significant changes have occurred since the map was last available for play.
- Vehicles have undergone a variety of improvements and cleanups.
- A number of balance adjustments have been made. See additional notes below.
- An early (still unpolished) preview of Spectator functionality is available for testing. See additional notes below.
- Token gain from the First Win of the Day challenge has been doubled.
- A variety of changes have been made to the in-match credits system.
- Early versions of Mute Player and Report Player functionality have been added. See additional notes below.
- Fixes to prevent some disconnects and server instability. Additional fixes planned for future patches.
Balance Items
- The Raiders NJ4 SMG damage has been reduced.
- The Rangers Assault Rifle starting accuracy has been reduced.
- Minimized projectile knockback from the Raiders NJ4 SMG and Doombringers Chaingun.
- Increase to explosion radius on Soldiers Spinfusor, Pathfinders Light Spinfusor, Brutes Heavy Spinfusor, Scramblers Arx Buster, Jumpers Bolt Launcher, Rangers Thumper, Juggernauts Spinfusor D, and Juggernauts Fusion Mortar.
- Modest increase to Projectile speeds on Soldiers Spinfusor, Pathfinders Light Spinfusor, Brutes Heavy Spinfusor, Juggernauts Spinfusor D, Scramblers Arx Buster, and Jumpers Bolt Launcher.
- Grav Cycle:
Uses a new rocket pod weapon. Can now be piloted by heavies, and carry heavies as passengers. Top speed and after-burner boost have been increased.- Beowulf:
Increased damage and rate of fire of secondary gunner position. Gunner now has zoom, increased pitch limits, and increased firing rate. Increased run-over damage.- Shrike:
Yaw sensitivity has been increased. Damage against ground and buildings is now more forgiving.- Credits are now awarded for damaging players, as well as for earning accolades. Credits awarded for Kills and Assists have been adjusted accordingly.
- Tactical Strike and Orbital Strike now have a thirty second cooldown.
- Tactical Strike Price Increased.
- Orbital Strike Price Reduced.
- Orbital Strike and Tactical Strikes explosion shape extended upwards to encompass more area directly above the blasts.
- Resolved issue causing the Jumper to lose speed while in the air.
- Slightly decreased the effectiveness of the Jumpers jumping while already at high speed, to favor transitioning to normal jetting after initial acceleration.
Spectator Early Preview
Work in progress, especially in the HUD and in the method you use to go into spectate mode (match slots, etc).
In console, type, Spectate to enter spectate mode
In console, type, EndSpectate to exit spectate mode
Keys may be changed in the Settings menu, at the bottom of the Keybindings list - Spectator keys are prefixed with SPEC
Default Keybindings:
Z: Show/Hide basic controls
X: Show/Hide HUD
Q: Move Down
E: Move Up
W/A/S/D: Move Forward, Left, Back, Right
Left Mouse: Next (default, next player)
Right Mouse: Previous (default, previous player)
Middle Mouse: Rove camera (free cam)
MouseWheel:
When in Rove Camera mode, move faster or slower
When viewing a target, zooms in and out
G: Hold and press Left Mouse or Right Mouse to view generators
F: Hold and press Left Mouse or Right Mouse to view flags
B: Hold and press Left Mouse or Right Mouse to view flag bases
Tab: Scoreboard
Muting and Reporting Players
Additional Items
Initial versions of these systems are now available. They are still in development, and currently can only be accessed via text entry. UI support is forthcoming.
Current Usage
Open the say chat interface (default key = T)
Enter a forward slash (/) followed by the command and the target players name.
Mute player: /mute <playername> (example: /mute Bob)
This prevents the muted players chat from showing up on your HUD.
The mute persists until you exit the game.
Should you wish to unmute a player, the command is /unmute <playername>
Report player: /report <playername> <reason for report>
Allows you to log a complaint against a player; please specify a reason for the report!
New first person hands now match your third person armor class/team style.
All Spinfusor muzzle flashes keep up with the player.
Adjusted all melee weapons position on screen.
Other additional weapon position adjustments.
New visuals treatment on the mounted turret for the Beowulf.
New visuals treatment on the projectiles for the Grav Cycle
Fixed an issue with the decal for mortar launchers looping instead of dissolving correctly.
Fixed an issue where the Doombringers Saber Launcher missile was not visible until it came closer to the victim.
Added a HUD element for dropped ammo packs to improve their visibility.
Team Deathmatch timer is now functional.
Fixed the Field of View exploit
Fixed an exploit where unused fire modes were being accessed on certain weapons.
Fixed a physics bug where jumping rapidly at high speeds would quickly accelerate the player to extremely fast speeds.
Various new accolades, including vehicle assists and last kill in Team Deathmatch.
Fixed some keybind issues, including keys used by left handed players.
Keys 1 and 2 now switch to primary and secondary weapons, respectively. 3, 4, and 5 are defaulted to the current call-ins available.
Known Issues
Beowulfs secondary gunner particle effects are visible only to the player controlling the weapon.
Keys 1 and 2 now switch to primary and secondary weapons, respectively. 3, 4, and 5 are defaulted to the current call-ins available.
So I tried this and it doesn't seem to be working what-so-ever. Could anyone else offer up a possible solution? Am I just stupid?The 'busy' thing means its downloading the game itself. Just leave it open and let it do its thing. You don't need GA.
So I tried this and it doesn't seem to be working what-so-ever. Could anyone else offer up a possible solution? Am I just stupid?
Thanks! I grabbed the second code and I'm downloading now, almost finished! Really looking forward to playing it.
The Raiders NJ4 SMG damage has been reduced.
The Rangers Assault Rifle starting accuracy has been reduced.
I think they should have given everyone a large discount on the first class they purchase so everyone isn't playing the same one. That has a negative effect on team dynamics.It's 9800 tokens now to unlock all of the classes except for Pathfinder and Juggernaut, which are both 4900. Basically, unless you put down some money, it's not really realistic to expect to unlock everything through just playing the game. However, once you do put in a little money, it's not so bad. I paid the $30 pre-order, which gives you enough Gold to unlock five of the full-price classes and one each of either Pathfinder or Juggernaut - plus gives you VIP status, so that the Tokens you earn are increased by 50%. I've unlocked one full-price class since then using tokens (over the course of a couple weeks), and have about 3000 saved up since then. It's pretty reasonable to unlock everything using the $30 'pre-order', if you like the game.
I think they should have given everyone a large discount on the first class they purchase so everyone isn't playing the same one. That has a negative effect on team dynamics.
Pathfinder and Juggernaut (or another heavy class) should also be unlocked with Solider and/or Ranger to begin with to keep everything at least even instead of games primarily with mediums.I think they should have given everyone a large discount on the first class they purchase so everyone isn't playing the same one. That has a negative effect on team dynamics.
HiRezBart said:ALLLLLLLLLLLLLLLRIGHT:
Tonight @ 9pm EST on http://www.twitch.tv/tribescast the TribesCast team will bring you the VERY FIRST Tribes: Ascend comp scrim shoutcast!
VGW VGW VGW
Make sure to tune in!
Thanks!
Going live pretty soon.
I meant the stream mkenyon linked to. If you want to get in the beta, there's tons of keys (I even have a spare right now).
I'm useless outside of defense on CTF as a soldier. I need more practice. I really suck with the ranger's rifle (which I read is pretty weak anyway).
I disagree. It's an aspect of the game, but not insane. I don't count Sentinels as hitscan because the hitscan sniper rifle has always been a very important aspect of tribes. Raiders are still the nasty business, shrikes more so. The maps didn't last long enough for us to demonstrate shrikes, but I think team BuffShrikes will do a better job of it anyway.Yes, it was very painful watching that. Also, nerf hitscan.
Michalius said:FWIW, there are a few things that you need to take into consideration.
1. It was 8v8.
2. We were a lot better. (not trying to talk crap, but we have some serious talent on our team, me being one of the worst on the team)
3. The matches only lasted a few minutes.
4. Our class picks were much stronger.
Once you take that into consideration, here's my response.
First is Sentinels. With only 4 probable offense guys, you stick two sentinels around and they can pretty much sit unopposed. You up the person count one or two and then you can dedicate someone to do nothing but kill them. They didn't even try to mess with our sentinels, which made them seem really really OP. In addition, the two guys on our team with the best aim/hitscan ability were the dedicated Sentinels. It's not class that just anyone can excell at. I wouldn't dream of playing one in a match.
Ranger, agreed, it's the best capper, also better for defense.
Infiltrator will be useful against snipers as the dedicated guy, as well as taking gens out.
Speaking of gens, they are insanely important, but only to keep them up long enough to bring in Shrikes/Tanks, which are insanely overpowered. If the matches lasted more than a few minutes, this would have become a pretty serious aspect of it. When you see BuffShrikes play, this will also be demonstrated.
What we were trying to show is how ridiculous the Raider is, as well as Shrikes. Games didnt last long enough for the latter.
Started playing, and fuck it's fun skiing and jetting around. I guess in previous Tribes games I just didn't understand the mechanic of the ski.
Now, I just have a hard time getting my mind and fingers to differentiate when I need to be holding down ski and when I should be jetting.
If anyone wants to friend me or w/e, my name is Yagya. Hoping someone can teach me the ropes as this seems like a really fun shoooter.
Man, it's so hard for me to close distance, especially if I'm blastin' around and the other guy is going either head on or perpendicular. Like, I would think I'd be able to get the jump, but my shitty aiming and slippery sliding prevents me. Also, maybe I'm just sucky, but I'm ALWAYS outta jetpack juice :c
I think they should have given everyone a large discount on the first class they purchase so everyone isn't playing the same one. That has a negative effect on team dynamics.
Use the Ranger's thumper. Do all upgrades for it. It's easily one of the best guns in the game.
The rifle is only for killing people that have a sliver of health left that you can't hit with your thumper as they try to run away. You don't want to let them go undamaged too long or they'll regenerate; that's what the rifle is for
Cool, that is good to know. I was actually trying to get regular kills with the stupid thing lol. As a soldier I can hold my own, but now I might be able to mess with ranger.
Started playing, and fuck it's fun skiing and jetting around. I guess in previous Tribes games I just didn't understand the mechanic of the ski.
Now, I just have a hard time getting my mind and fingers to differentiate when I need to be holding down ski and when I should be jetting.
If anyone wants to friend me or w/e, my name is Yagya. Hoping someone can teach me the ropes as this seems like a really fun shoooter.
30. Scrims and ladders seem to be heading towards 8v8 though.What's the player limit per server?
30. Scrims and ladders seem to be heading towards 8v8 though.